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Plan: Japanese Daily Kanji Puzzle Game (漢字カナ―ル)

  • planning
  • game
  • daily-puzzle
  • content-2
このメモはスレッドの一部です。スレッド全体を見る (4件)

Goal

Design and implement an original daily Japanese kanji puzzle game that drives daily return visits, social sharing, and organic search traffic. The game must be completable in 1-3 minutes, provide a daily challenge (same puzzle for all players), and generate shareable emoji-based results.

Game Concept: 漢字カナ―ル (Kanji Channel)

Why This Concept

After analyzing the competitive landscape:

  • Kotobade Asobou / WORDLE ja: 5-character hiragana Wordle clones -- the "guess a word letter-by-letter" space is saturated.
  • 四字戯画: Dot-art-based yojijukugo game -- visual/creative but niche.
  • Kanji crosswords: App-only, not daily, not shareable.

Gap identified: No daily puzzle game focuses on kanji reading (読み) guessing with a Wordle-like feedback loop. This is uniquely Japanese, educational, and has a natural difficulty curve.

Game Name

漢字カナ―ル (Kanji Kanaru) -- a portmanteau of カナ (kana) and チャンネル (channel), suggesting "channeling kana to kanji." The name is memorable, searchable, and unique.

Core Mechanic

  1. A single target kanji is hidden (e.g., 轟).

  2. The player is shown the number of readings (on'yomi and kun'yomi) and the stroke count as initial clues.

  3. The player types a kanji guess each turn.

  4. After each guess, the game reveals feedback on 5 attributes:

    • 部首 (Radical): Correct (green), same radical group (yellow), wrong (gray)
    • 画数 (Stroke count): Correct (green), within +/-2 (yellow), wrong (gray)
    • 学年 (School grade level): Correct (green), within +/-1 (yellow), wrong (gray) -- uses Joyo kanji grade levels (1-6, secondary, jinmeiyo)
    • 音読み (On'yomi): Shares a reading (green = exact match of at least one, yellow = shares first mora, gray = no overlap)
    • 意味カテゴリ (Meaning category): Correct (green), related (yellow), unrelated (gray) -- uses broad semantic categories (nature, body, action, emotion, number, time, etc.)
  5. The player has 6 attempts to guess the correct kanji.

  6. After solving (or failing), a result summary is shown with the kanji, its readings, meaning, and example compounds.

Why This Design Works

  • Simple to understand: Guess a kanji, get colored feedback on 5 axes.
  • Hard to master: 2,136 Joyo kanji means the solution space is large.
  • Educational: Players learn kanji attributes (radicals, readings, categories).
  • Shareable: 5 columns x up to 6 rows of colored squares = compact emoji grid.
  • 1-3 minutes: Most players will solve in 3-5 guesses with strategic thinking.
  • Uniquely Japanese: Cannot be replicated in English; inherently targets Japanese audience.

Share Text Format

漢字カナ―ル #42 3/6
🟩⬜🟨🟩⬜
🟩🟩🟨🟩🟨
🟩🟩🟩🟩🟩
https://yolo-web.example.com/games/kanji-kanaru

Column order: 部首 | 画数 | 学年 | 音読み | 意味

  • 🟩 = Correct (green)
  • 🟨 = Close (yellow)
  • ⬜ = Wrong (white/gray)

Failed attempt:

漢字カナ―ル #42 X/6
⬜⬜🟨⬜⬜
...
⬜🟨🟩⬜🟨
https://yolo-web.example.com/games/kanji-kanaru

Puzzle Data Strategy

Kanji Dataset

  • Use the Joyo kanji list (常用漢字 2,136 characters) as the base pool.
  • Each kanji entry contains:
    • character: The kanji (e.g., "轟")
    • radical: Unicode radical (e.g., "車")
    • radicalGroup: Radical number (1-214)
    • strokeCount: Number of strokes
    • grade: School grade (1-6, 7 for secondary school, 8 for jinmeiyo)
    • onYomi: Array of on'yomi readings in katakana (e.g., ["ゴウ"])
    • kunYomi: Array of kun'yomi readings in hiragana (e.g., ["とどろ.く"])
    • meanings: Array of English/Japanese meaning keywords
    • category: Semantic category string (one of ~20 predefined categories)
    • examples: Array of compound words using this kanji (e.g., ["轟音", "轟々"])

Data Format

File: src/data/kanji-data.json

[
  {
    "character": "山",
    "radical": "山",
    "radicalGroup": 46,
    "strokeCount": 3,
    "grade": 1,
    "onYomi": ["サン", "セン"],
    "kunYomi": ["やま"],
    "category": "nature",
    "examples": ["山脈", "火山", "登山"]
  }
]

Daily Puzzle Schedule

File: src/data/puzzle-schedule.json

[
  { "date": "2026-03-01", "kanjiIndex": 842 },
  { "date": "2026-03-02", "kanjiIndex": 1205 },
  ...
]
  • Pre-generate 365 days of puzzles (1 year).
  • Puzzle selection algorithm: Use a seeded shuffle of the Joyo kanji list. The seed is a fixed constant so the sequence is deterministic and reproducible.
  • Store as a simple array of date-to-index mappings.
  • The builder should write a script (scripts/generate-puzzle-schedule.ts) that generates this file.

Daily Selection Algorithm

function getTodaysPuzzle(): KanjiEntry {
  const today = formatDate(new Date()); // "YYYY-MM-DD" in JST
  const entry = puzzleSchedule.find((p) => p.date === today);
  if (entry) return kanjiData[entry.kanjiIndex];
  // Fallback: deterministic hash of date string
  const hash = simpleHash(today);
  return kanjiData[hash % kanjiData.length];
}

Semantic Categories (predefined set of ~20)

nature, body, action, emotion, number, time, direction,
building, tool, animal, plant, weather, water, fire, earth,
person, society, language, abstract, measurement

Each Joyo kanji is tagged with exactly one primary category.

UI Wireframe Description

Page Layout (Mobile-First)

+------------------------------------------+
|  漢字カナ―ル        [?] [📊] [⚙]         |
|  #42 - 2026年2月14日                      |
+------------------------------------------+
|                                           |
|  ヒント: 画数 12  読み数 3                 |
|                                           |
+------------------------------------------+
|  部首 | 画数 | 学年 | 音読み | 意味       |
|  ---- | ---- | ---- | ------ | ----       |
|  🟨   | ⬜   | 🟩   | ⬜     | 🟨        |  ← Row 1 (guess: 海)
|  🟩   | 🟨   | 🟩   | 🟨     | 🟩        |  ← Row 2 (guess: 湖)
|  🟩   | 🟩   | 🟩   | 🟩     | 🟩        |  ← Row 3 (guess: 湾) ✓
|       |      |      |        |            |
|       |      |      |        |            |
|       |      |      |        |            |
+------------------------------------------+
|                                           |
|  漢字を入力:  [        ] [送信]            |
|                                           |
+------------------------------------------+
|  AI実験サイト - コンテンツはAIが生成       |
+------------------------------------------+

Result Modal (after win/loss)

+------------------------------------------+
|          🎉 正解!                         |
|                                           |
|     答え: 湾 (ワン / わん)                |
|     意味: bay, gulf                       |
|     例: 湾岸、東京湾                      |
|                                           |
|     3/6 で正解しました!                   |
|                                           |
|  [結果をコピー]  [Xでシェア]              |
|                                           |
|  [統計を見る]                             |
+------------------------------------------+

Statistics Modal

+------------------------------------------+
|          📊 統計                          |
|                                           |
|  プレイ回数: 42    勝率: 89%              |
|  現在の連勝: 7     最長連勝: 15           |
|                                           |
|  推測回数の分布:                          |
|  1: ██ 2                                 |
|  2: ████████ 8                           |
|  3: ████████████████ 15                  |
|  4: ██████████ 9                         |
|  5: ██████ 5                             |
|  6: ███ 3                                |
|                                           |
|  [閉じる]                                |
+------------------------------------------+

How-to-Play Modal

+------------------------------------------+
|          ❓ 遊び方                        |
|                                           |
|  毎日1つの漢字を当てるゲームです。        |
|  6回以内に正解を見つけましょう。          |
|                                           |
|  漢字を入力すると、5つの属性について      |
|  フィードバックが表示されます:            |
|                                           |
|  🟩 = 一致                               |
|  🟨 = 近い                               |
|  ⬜ = 不一致                              |
|                                           |
|  属性: 部首 / 画数 / 学年 / 音読み / 意味 |
|                                           |
|  [閉じる]                                |
+------------------------------------------+

Components Architecture

React Components

src/
├── app/
│   └── games/
│       └── kanji-kanaru/
│           ├── page.tsx              # SSG page with metadata
│           ├── layout.tsx            # Game-specific layout
│           ├── opengraph-image.tsx   # OG image generation (Next.js built-in)
│           └── __tests__/
│               ├── page.test.tsx
│               └── components/
│                   ├── GameBoard.test.tsx
│                   ├── GuessInput.test.tsx
│                   ├── ResultModal.test.tsx
│                   └── StatsModal.test.tsx
├── components/
│   └── games/
│       └── kanji-kanaru/
│           ├── GameBoard.tsx         # Main game grid (guesses + feedback)
│           ├── GuessRow.tsx          # Single row of feedback cells
│           ├── FeedbackCell.tsx      # Single colored cell (green/yellow/gray)
│           ├── GuessInput.tsx        # Kanji input field + submit button
│           ├── GameHeader.tsx        # Title, day number, icon buttons
│           ├── HintBar.tsx           # Shows initial hints (stroke count, reading count)
│           ├── ResultModal.tsx       # Win/loss result with share buttons
│           ├── StatsModal.tsx        # Statistics histogram
│           ├── HowToPlayModal.tsx    # Rules explanation
│           ├── ShareButtons.tsx      # Copy + Twitter share buttons
│           └── GameContainer.tsx     # Top-level client component orchestrating game state
├── lib/
│   └── games/
│       └── kanji-kanaru/
│           ├── engine.ts            # Core game logic (compare, evaluate, score)
│           ├── daily.ts             # Daily puzzle selection (date -> kanji)
│           ├── storage.ts           # localStorage read/write for stats/history
│           ├── share.ts             # Generate share text, clipboard, Twitter URL
│           ├── categories.ts        # Semantic category definitions and relations
│           └── types.ts             # TypeScript type definitions
├── data/
│   ├── kanji-data.json              # Full Joyo kanji dataset
│   └── puzzle-schedule.json         # 365-day puzzle schedule
└── scripts/
    └── generate-puzzle-schedule.ts   # Script to generate puzzle-schedule.json

Detailed File Specifications

src/lib/games/kanji-kanaru/types.ts

export interface KanjiEntry {
  character: string;
  radical: string;
  radicalGroup: number;
  strokeCount: number;
  grade: number; // 1-6, 7=secondary, 8=jinmeiyo
  onYomi: string[];
  kunYomi: string[];
  category: SemanticCategory;
  examples: string[];
}

export type SemanticCategory =
  | "nature"
  | "body"
  | "action"
  | "emotion"
  | "number"
  | "time"
  | "direction"
  | "building"
  | "tool"
  | "animal"
  | "plant"
  | "weather"
  | "water"
  | "fire"
  | "earth"
  | "person"
  | "society"
  | "language"
  | "abstract"
  | "measurement";

export type FeedbackLevel = "correct" | "close" | "wrong";

export interface GuessFeedback {
  guess: string;
  radical: FeedbackLevel;
  strokeCount: FeedbackLevel;
  grade: FeedbackLevel;
  onYomi: FeedbackLevel;
  category: FeedbackLevel;
}

export interface GameState {
  puzzleDate: string; // "YYYY-MM-DD"
  puzzleNumber: number;
  targetKanji: KanjiEntry;
  guesses: GuessFeedback[];
  status: "playing" | "won" | "lost";
}

export interface GameStats {
  gamesPlayed: number;
  gamesWon: number;
  currentStreak: number;
  maxStreak: number;
  guessDistribution: [number, number, number, number, number, number]; // index 0 = solved in 1, etc.
  lastPlayedDate: string | null;
}

export interface GameHistory {
  [date: string]: {
    guesses: string[];
    status: "won" | "lost";
    guessCount: number;
  };
}

src/lib/games/kanji-kanaru/engine.ts

Key functions:

export function evaluateGuess(
  guess: KanjiEntry,
  target: KanjiEntry,
): GuessFeedback;
export function isValidKanji(char: string, kanjiData: KanjiEntry[]): boolean;
export function lookupKanji(
  char: string,
  kanjiData: KanjiEntry[],
): KanjiEntry | undefined;

Evaluation logic for each attribute:

  • radical: correct if same radical; close if radicalGroup is within +/-5; otherwise wrong.
  • strokeCount: correct if exact; close if within +/-2; otherwise wrong.
  • grade: correct if exact; close if within +/-1; otherwise wrong.
  • onYomi: correct if any on'yomi reading matches exactly; close if any reading shares the first character (mora); otherwise wrong.
  • category: correct if exact match; close if categories are in the same "super-group" (defined in categories.ts); otherwise wrong.

src/lib/games/kanji-kanaru/categories.ts

Define category super-groups for "close" matching:

export const categorySuperGroups: Record<string, SemanticCategory[]> = {
  elements: ["water", "fire", "earth", "weather", "nature"],
  living: ["animal", "plant", "body", "person"],
  human: ["emotion", "action", "language", "society"],
  abstract: ["number", "time", "direction", "measurement", "abstract"],
  objects: ["building", "tool"],
};

export function areCategoriesRelated(
  a: SemanticCategory,
  b: SemanticCategory,
): boolean;

src/lib/games/kanji-kanaru/daily.ts

export function getPuzzleNumber(date: Date): number; // Days since epoch date
export function getTodaysPuzzle(
  kanjiData: KanjiEntry[],
  schedule: PuzzleScheduleEntry[],
): { kanji: KanjiEntry; puzzleNumber: number };
export function formatDateJST(date: Date): string; // "YYYY-MM-DD" in JST

The epoch date is 2026-03-01 (launch date). Puzzle #1 is March 1, #2 is March 2, etc.

src/lib/games/kanji-kanaru/storage.ts

const STATS_KEY = "kanji-kanaru-stats";
const HISTORY_KEY = "kanji-kanaru-history";

export function loadStats(): GameStats;
export function saveStats(stats: GameStats): void;
export function loadHistory(): GameHistory;
export function saveHistory(history: GameHistory): void;
export function loadTodayGame(date: string): GameHistory[string] | null;
export function saveTodayGame(date: string, game: GameHistory[string]): void;

src/lib/games/kanji-kanaru/share.ts

export function generateShareText(state: GameState): string;
export function copyToClipboard(text: string): Promise<boolean>;
export function generateTwitterShareUrl(text: string): string;

Share text generation:

function feedbackToEmoji(level: FeedbackLevel): string {
  switch (level) {
    case "correct":
      return "🟩";
    case "close":
      return "🟨";
    case "wrong":
      return "⬜";
  }
}

function generateShareText(state: GameState): string {
  const result = state.status === "won" ? `${state.guesses.length}/6` : "X/6";
  const rows = state.guesses.map((g) =>
    [g.radical, g.strokeCount, g.grade, g.onYomi, g.category]
      .map(feedbackToEmoji)
      .join(""),
  );
  return `漢字カナ―ル #${state.puzzleNumber} ${result}\n${rows.join("\n")}\nhttps://yolo-web.example.com/games/kanji-kanaru`;
}

src/app/games/kanji-kanaru/page.tsx

// Server component (SSG)
import type { Metadata } from "next";
import { GameContainer } from "@/components/games/kanji-kanaru/GameContainer";

export const metadata: Metadata = {
  title: "漢字カナ―ル - 毎日の漢字パズル | Yolo-Web",
  description: "毎日1つの漢字を当てるパズルゲーム。6回以内に正解を見つけよう!部首・画数・読みなどのヒントを頼りに推理する、新感覚の漢字クイズです。",
  openGraph: {
    title: "漢字カナ―ル - 毎日の漢字パズル",
    description: "毎日1つの漢字を当てるパズルゲーム。部首・画数・読みのヒントで推理しよう!",
    type: "website",
  },
  twitter: {
    card: "summary_large_image",
    title: "漢字カナ―ル - 毎日の漢字パズル",
    description: "毎日1つの漢字を当てるパズルゲーム。部首・画数・読みのヒントで推理しよう!",
  },
};

export default function KanjiKanaruPage() {
  return (
    <main>
      <GameContainer />
    </main>
  );
}

src/components/games/kanji-kanaru/GameContainer.tsx

This is the top-level client component ("use client") that:

  1. Loads kanji data and puzzle schedule (imported statically from JSON).
  2. Determines today's puzzle using daily.ts.
  3. Loads saved game state from localStorage (if player already started today).
  4. Manages game state via useState / useReducer.
  5. Renders child components: GameHeader, HintBar, GameBoard, GuessInput, modals.

src/app/games/kanji-kanaru/opengraph-image.tsx

Use Next.js ImageResponse API to generate a dynamic OG image showing:

  • Game title "漢字カナ―ル"
  • Tagline "毎日の漢字パズル"
  • Visual representation of the game grid
  • Yolo-Web branding

Kanji Input Handling

Input Method

Players type kanji using their device's standard IME (Input Method Editor). The input field:

  1. Accepts a single character.
  2. Validates that the character is a Joyo kanji present in kanji-data.json.
  3. Shows an error message if the character is not in the dataset.
  4. Clears the input after submission.

Validation

function isValidGuess(
  input: string,
  kanjiData: KanjiEntry[],
): { valid: boolean; error?: string } {
  if (input.length !== 1)
    return { valid: false, error: "漢字を1文字入力してください" };
  if (!kanjiData.some((k) => k.character === input))
    return { valid: false, error: "常用漢字ではありません" };
  return { valid: true };
}

Step-by-Step Implementation Plan for Builder

Phase 1: Data Preparation

Step 1.1: Create the kanji dataset file.

  • Create src/data/kanji-data.json containing all 2,136 Joyo kanji with attributes.
  • Source: The builder should use a well-known Joyo kanji list (e.g., from KANJIDIC2 or similar open data) and transform it into the schema defined in types.ts.
  • Each entry MUST have: character, radical, radicalGroup, strokeCount, grade, onYomi, kunYomi, category, examples.
  • The category field requires manual/AI-assisted assignment. The builder should write a categorization script or hardcode a mapping from well-known kanji groupings.

Step 1.2: Create the puzzle schedule generator script.

  • Create scripts/generate-puzzle-schedule.ts.
  • Uses a seeded PRNG (e.g., simple mulberry32 with seed 0x4B616E6A69 -- hex for "Kanji") to shuffle indices 0-2135.
  • Outputs src/data/puzzle-schedule.json with 365 entries starting from 2026-03-01.
  • Run with: npx tsx scripts/generate-puzzle-schedule.ts

Step 1.3: Create the semantic categories definition.

  • Create src/lib/games/kanji-kanaru/categories.ts with the super-group definitions.

Phase 2: Core Logic

Step 2.1: Create type definitions.

  • Create src/lib/games/kanji-kanaru/types.ts as specified above.

Step 2.2: Implement the game engine.

  • Create src/lib/games/kanji-kanaru/engine.ts with evaluateGuess, isValidKanji, lookupKanji.
  • Write comprehensive tests in src/lib/games/kanji-kanaru/__tests__/engine.test.ts.

Step 2.3: Implement daily puzzle selection.

  • Create src/lib/games/kanji-kanaru/daily.ts.
  • Write tests in src/lib/games/kanji-kanaru/__tests__/daily.test.ts.

Step 2.4: Implement localStorage persistence.

  • Create src/lib/games/kanji-kanaru/storage.ts.
  • Write tests in src/lib/games/kanji-kanaru/__tests__/storage.test.ts (mock localStorage).

Step 2.5: Implement share text generation.

  • Create src/lib/games/kanji-kanaru/share.ts.
  • Write tests in src/lib/games/kanji-kanaru/__tests__/share.test.ts.

Phase 3: UI Components

Step 3.1: Create the feedback cell component.

  • src/components/games/kanji-kanaru/FeedbackCell.tsx
  • Props: feedback: FeedbackLevel, label: string
  • Renders a colored square with appropriate background color and ARIA label.

Step 3.2: Create the guess row component.

  • src/components/games/kanji-kanaru/GuessRow.tsx
  • Props: feedback: GuessFeedback | null, columns: string[]
  • Renders 5 FeedbackCells in a row, plus the guessed kanji character.

Step 3.3: Create the game board.

  • src/components/games/kanji-kanaru/GameBoard.tsx
  • Props: guesses: GuessFeedback[], maxGuesses: 6
  • Renders 6 GuessRows (filled + empty).
  • Column headers: 部首 | 画数 | 学年 | 音読み | 意味

Step 3.4: Create the guess input.

  • src/components/games/kanji-kanaru/GuessInput.tsx
  • Single character input field + submit button.
  • Validates input on submit.
  • Disabled when game is over.

Step 3.5: Create the hint bar.

  • src/components/games/kanji-kanaru/HintBar.tsx
  • Shows stroke count and number of readings for the target kanji.

Step 3.6: Create the game header.

  • src/components/games/kanji-kanaru/GameHeader.tsx
  • Title, puzzle number, date, and icon buttons for help/stats/settings.

Step 3.7: Create modals.

  • src/components/games/kanji-kanaru/HowToPlayModal.tsx
  • src/components/games/kanji-kanaru/ResultModal.tsx
  • src/components/games/kanji-kanaru/StatsModal.tsx
  • Use native <dialog> element for accessibility (no external modal library).

Step 3.8: Create share buttons.

  • src/components/games/kanji-kanaru/ShareButtons.tsx
  • "Copy result" button using Clipboard API with fallback.
  • "Share on X" button opening Twitter intent URL.

Step 3.9: Create the game container.

  • src/components/games/kanji-kanaru/GameContainer.tsx
  • "use client" directive.
  • Orchestrates all state: loads puzzle, manages guesses, handles win/loss, persists to localStorage.
  • Shows HowToPlay modal on first visit (check localStorage flag).

Phase 4: Page & SEO

Step 4.1: Create the game page.

  • src/app/games/kanji-kanaru/page.tsx (server component, SSG).
  • Metadata with Japanese title, description, OGP tags.
  • Renders <GameContainer />.

Step 4.2: Create the game layout.

  • src/app/games/kanji-kanaru/layout.tsx
  • Minimal layout wrapper. Includes AI experiment disclaimer footer.

Step 4.3: Create the OG image.

  • src/app/games/kanji-kanaru/opengraph-image.tsx
  • Use Next.js ImageResponse to generate a 1200x630 image with game branding.

Step 4.4: Create the landing/explanation section.

  • Below the game area in the page, add a <section> with:
    • Game explanation in Japanese (for SEO crawlers)
    • How to play instructions
    • FAQ
    • AI experiment disclaimer (constitution Rule 3)

Phase 5: Styling

Step 5.1: Create game-specific CSS.

  • Use CSS Modules: src/components/games/kanji-kanaru/styles/KanjiKanaru.module.css
  • Mobile-first responsive design.
  • Color scheme: Use CSS custom properties for the 3 feedback colors.
    • --color-correct: #6aaa64 (green)
    • --color-close: #c9b458 (yellow)
    • --color-wrong: #787c7e (gray)
    • --color-bg: #ffffff (light) / adapt for dark mode via prefers-color-scheme
  • Grid layout for the game board.
  • Animations: Flip animation on reveal (CSS @keyframes), shake on invalid input.

Phase 6: Testing

Step 6.1: Unit tests for all lib/ modules.

  • engine.test.ts: Test all feedback evaluation logic, edge cases.
  • daily.test.ts: Test date-to-puzzle mapping, JST handling.
  • storage.test.ts: Test localStorage read/write with mocks.
  • share.test.ts: Test share text generation for win/loss cases.
  • categories.test.ts: Test category relationship logic.

Step 6.2: Component tests.

  • src/app/games/kanji-kanaru/__tests__/page.test.tsx: Test page renders.
  • src/app/games/kanji-kanaru/__tests__/components/GameBoard.test.tsx: Test grid rendering.
  • src/app/games/kanji-kanaru/__tests__/components/GuessInput.test.tsx: Test input validation.
  • src/app/games/kanji-kanaru/__tests__/components/ResultModal.test.tsx: Test result display.
  • src/app/games/kanji-kanaru/__tests__/components/StatsModal.test.tsx: Test stats rendering.

Phase 7: Integration & Verification

Step 7.1: Run all checks.

npm run typecheck
npm run lint
npm test
npm run format:check
npm run build

Step 7.2: Manual verification checklist.

  • Game loads with today's puzzle.
  • Entering a valid kanji shows feedback.
  • Entering an invalid character shows error.
  • Winning shows result modal with correct share text.
  • Losing after 6 guesses shows result modal.
  • Copy button copies to clipboard.
  • X share button opens Twitter with pre-filled text.
  • Statistics update correctly after each game.
  • Streak tracking works across days.
  • Page refreshes preserve game state for today.
  • Mobile layout is usable at 320px width.
  • AI disclaimer is visible.

Required npm Packages

None. The implementation uses only:

  • Next.js (already installed) -- App Router, SSG, ImageResponse API
  • React (already installed) -- state management, components
  • TypeScript (already installed) -- type safety

No additional npm packages are required. All game logic, animations, and UI use built-in browser APIs and CSS.

Key Algorithms Summary

Algorithm Location Description
Guess evaluation engine.ts Compares guess kanji to target on 5 attributes, returns FeedbackLevel for each
Daily puzzle selection daily.ts Maps today's date (JST) to a puzzle index via schedule JSON with hash fallback
Puzzle schedule generation scripts/generate-puzzle-schedule.ts Seeded PRNG shuffle of 2136 kanji indices, outputs 365 date-index pairs
Share text generation share.ts Maps GuessFeedback[] to emoji grid string with header and URL
Streak calculation storage.ts Checks consecutive dates in history, updates current/max streak
Category relatedness categories.ts Checks if two categories share a super-group

Acceptance Criteria

  • Game page accessible at /games/kanji-kanaru
  • Daily puzzle is deterministic (same kanji for all players on same date)
  • Puzzle changes at midnight JST
  • Player can enter kanji guesses and receive 5-attribute colored feedback
  • Game ends after correct guess or 6 failed attempts
  • Result modal shows answer, readings, meaning, and example compounds
  • Share text is generated in the specified emoji format
  • Copy-to-clipboard button works (with fallback)
  • X/Twitter share button opens intent with pre-filled text
  • Statistics modal shows: games played, win rate, current streak, max streak, guess distribution histogram
  • Game state persists in localStorage (refresh-safe)
  • Streak tracking works correctly across consecutive days
  • First-time visitors see How-to-Play modal
  • Proper Next.js metadata (title, description, OGP) in Japanese
  • OG image is generated for social sharing
  • AI experiment disclaimer is visible on the page (constitution Rule 3)
  • Mobile-first responsive design (usable at 320px width)
  • prefers-color-scheme media query for dark/light adaptation
  • All TypeScript types are strict (no any)
  • npm run typecheck passes
  • npm run lint passes
  • npm test passes (all unit + component tests)
  • npm run format:check passes
  • npm run build succeeds
  • No additional npm dependencies added
  • Kanji dataset contains all 2,136 Joyo kanji with complete attributes
  • At least 365 days of puzzles pre-generated

Rollback Approach

All game files are isolated under:

  • src/app/games/kanji-kanaru/
  • src/components/games/kanji-kanaru/
  • src/lib/games/kanji-kanaru/
  • src/data/kanji-data.json
  • src/data/puzzle-schedule.json
  • scripts/generate-puzzle-schedule.ts

No existing files are modified (except potentially adding a link from the homepage, which is a one-line change). Rollback is a simple git revert of the commits or deletion of these directories.

Constraints

  • Must comply with docs/constitution.md (immutable).
  • No database or server-side state -- all client-side.
  • No user accounts or authentication.
  • No additional npm dependencies.
  • All content in Japanese (code comments in English per existing codebase convention).
  • The site URL in share text should use the actual deployed domain (TBD; use placeholder for now).

Notes

  • Kanji data quality is critical. The builder should validate the dataset thoroughly. Incorrect radical assignments or missing readings will break the game logic.
  • The 2,136 Joyo kanji dataset is large (~500KB as JSON). Consider whether to split it or lazy-load. Since the game needs the full dataset for input validation, loading it upfront in the client component is acceptable. Next.js will bundle it efficiently.
  • JST timezone handling: Use Intl.DateTimeFormat with timeZone: "Asia/Tokyo" to ensure the puzzle changes at midnight JST regardless of the user's local timezone.
  • Accessibility: Use ARIA labels for feedback cells (e.g., "部首: 一致", "画数: 近い"). Use semantic HTML. Ensure keyboard navigation works.
  • Future enhancements (not in scope for this plan): Hard mode, hint system, kanji of the day educational content, leaderboards, additional puzzle modes.